﻿Shader "Lch/FromShaderGraph/Shader_AC_Water 2"
{
    Properties
    {
        _SpecularMaxLimit("光照最大限制",Range(1.0,50)) = 1.0
        [Normal][NoScaleOffset]_Normal1("Normal1", 2D) = "bump" {}
        [Normal][NoScaleOffset]_Normal2("Normal2", 2D) = "bump" {}
        _Normal1_Tiling("Normal1_Tiling", Vector) = (1, 1, 0, 0)
        _Normal2_Tiling("Normal2_Tiling", Vector) = (1, 1, 0, 0)
        _Normal1_Speed("Normal1_Speed", Float) = 1
        _Normal2_Speed("Normal2_Speed", Float) = 1
        _Normal1_Strength("Normal1_Strength", Float) = 1
        _Foam_Color("Foam_Color", Color) = (1, 1, 1, 0)
        _Foam_Intensity("Foam_Intensity", Float) = 1
        _FoamRange_Power("FoamRange_Power", Float) = 1
        _Water_Color("Water_Color", Color) = (1, 1, 1, 0)
        _Water_Smoothness("Water_Smoothness", Float) = 0
        _Water_Metallic("Water_Metallic", Float) = 0
        _Alpha("Alpha", Float) = 1
        _SpecularColor("SpecularColor", Color) = (0.5019608, 0.5019608, 0.5019608, 0)
        _slope("slope", Float) = 0
        [ToggleUI]_UseAlphaPIC("UseAlphaPIC", Float) = 0
        [NoScaleOffset]_Shuihua_Pic("Shuihua_Pic", 2D) = "white" {}
        _ShuiHua1_Speed("ShuiHua1_Speed", Vector) = (1, 1, 0, 0)
        _ShuiHua2_Speed("ShuiHua2_Speed", Vector) = (-1, 1, 0, 0)
        _Shuihua_Intensity("Shuihua_Intensity", Float) = 1
        _Shuihua_Alpha("Shuihua_Alpha", Float) = 1
        _Shuihua_Tiling("Shuihua_Tiling", Vector) = (1, 1, 0, 0)
        [HideInInspector]_WorkflowMode("_WorkflowMode", Float) = 1
        [HideInInspector]_CastShadows("_CastShadows", Float) = 0
        [HideInInspector]_ReceiveShadows("_ReceiveShadows", Float) = 1
        [HideInInspector]_Surface("_Surface", Float) = 1
        [HideInInspector]_Blend("_Blend", Float) = 0
        [HideInInspector]_AlphaClip("_AlphaClip", Float) = 1
        [HideInInspector]_BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 0
        [HideInInspector]_SrcBlend("_SrcBlend", Float) = 1
        [HideInInspector]_DstBlend("_DstBlend", Float) = 0
        [HideInInspector][ToggleUI]_ZWrite("_ZWrite", Float) = 0
        [HideInInspector]_ZWriteControl("_ZWriteControl", Float) = 0
        [HideInInspector]_ZTest("_ZTest", Float) = 4
        [HideInInspector]_Cull("_Cull", Float) = 2
        [HideInInspector]_AlphaToMask("_AlphaToMask", Float) = 0
        [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
        [HideInInspector]_QueueControl("_QueueControl", Float) = -1
        [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
    }
    SubShader
    {
        Tags
        {
            "RenderPipeline"="UniversalPipeline"
            "RenderType"="Transparent"
            "UniversalMaterialType" = "Lit"
            "Queue"="Transparent"
            "DisableBatching"="False"
            "ShaderGraphShader"="true"
            "ShaderGraphTargetId"="UniversalLitSubTarget"
        }
        Pass
        {
            Name "Universal Forward"
            Tags
            {
                "LightMode" = "UniversalForward"
            }
        
        // Render State
        Cull [_Cull]
        Blend [_SrcBlend] [_DstBlend]
        ZTest [_ZTest]
        ZWrite [_ZWrite]
        AlphaToMask [_AlphaToMask]
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        #pragma target 2.0
        #pragma multi_compile_instancing
        #pragma multi_compile_fog
        #pragma instancing_options renderinglayer
        #pragma vertex vert
        #pragma fragment frag
        
        // Keywords
  
        #pragma multi_compile _ LIGHTMAP_ON
        #pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX
        #pragma multi_compile _LIGHT_LAYERS
        #pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE

        #pragma multi_compile _SHADOWS_SOFT
 
        #pragma multi_compile _SPECULAR_SETUP
        #pragma multi_compile _SURFACE_TYPE_TRANSPARENT
        #pragma multi_compile _EVALUATE_SH_VERTEX
        #pragma multi_compile _FOG_LINEAR
        #pragma multi_compile _SHADOWS_SHADOWMASK
 
        #pragma multi_compile _ _MAIN_LIGHT_SHADOWS  
        
   
		 
   
 
        
        #pragma multi_compile _ _FORWARD_PLUS
 
		 
 
        //#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON
        //#pragma shader_feature_local_fragment _ _ALPHAMODULATE_ON
  
        //#pragma shader_feature_local_fragment _ _SPECULAR_SETUP
        //#pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF
        // GraphKeywords: <None>
        
        // Defines
        
        #define _NORMALMAP 1
        #define _NORMAL_DROPOFF_TS 1
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define ATTRIBUTES_NEED_TEXCOORD1
        #define ATTRIBUTES_NEED_TEXCOORD2
        #define VARYINGS_NEED_POSITION_WS
        #define VARYINGS_NEED_NORMAL_WS
        #define VARYINGS_NEED_TANGENT_WS
        #define VARYINGS_NEED_TEXCOORD0
        #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
        #define VARYINGS_NEED_SHADOW_COORD
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_FORWARD
        #define _FOG_FRAGMENT 1
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
             float4 uv1 : TEXCOORD1;
             float4 uv2 : TEXCOORD2;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float3 positionWS;
             float3 normalWS;
             float4 tangentWS;
             float4 texCoord0;
            #if defined(LIGHTMAP_ON)
             float2 staticLightmapUV;
            #endif
            #if defined(DYNAMICLIGHTMAP_ON)
             float2 dynamicLightmapUV;
            #endif
            #if !defined(LIGHTMAP_ON)
             float3 sh;
            #endif
             float4 fogFactorAndVertexLight;
            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
             float4 shadowCoord;
            #endif
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float3 TangentSpaceNormal;
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
            #if defined(LIGHTMAP_ON)
             float2 staticLightmapUV : INTERP0;
            #endif
            #if defined(DYNAMICLIGHTMAP_ON)
             float2 dynamicLightmapUV : INTERP1;
            #endif
            #if !defined(LIGHTMAP_ON)
             float3 sh : INTERP2;
            #endif
            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
             float4 shadowCoord : INTERP3;
            #endif
             float4 tangentWS : INTERP4;
             float4 texCoord0 : INTERP5;
             float4 fogFactorAndVertexLight : INTERP6;
             float3 positionWS : INTERP7;
             float3 normalWS : INTERP8;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            #if defined(LIGHTMAP_ON)
            output.staticLightmapUV = input.staticLightmapUV;
            #endif
            #if defined(DYNAMICLIGHTMAP_ON)
            output.dynamicLightmapUV = input.dynamicLightmapUV;
            #endif
            #if !defined(LIGHTMAP_ON)
            output.sh = input.sh;
            #endif
            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
            output.shadowCoord = input.shadowCoord;
            #endif
            output.tangentWS.xyzw = input.tangentWS;
            output.texCoord0.xyzw = input.texCoord0;
            output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
            output.positionWS.xyz = input.positionWS;
            output.normalWS.xyz = input.normalWS;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            #if defined(LIGHTMAP_ON)
            output.staticLightmapUV = input.staticLightmapUV;
            #endif
            #if defined(DYNAMICLIGHTMAP_ON)
            output.dynamicLightmapUV = input.dynamicLightmapUV;
            #endif
            #if !defined(LIGHTMAP_ON)
            output.sh = input.sh;
            #endif
            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
            output.shadowCoord = input.shadowCoord;
            #endif
            output.tangentWS = input.tangentWS.xyzw;
            output.texCoord0 = input.texCoord0.xyzw;
            output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
            output.positionWS = input.positionWS.xyz;
            output.normalWS = input.normalWS.xyz;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        float _slope;
        float4 _Normal2_TexelSize;
        float2 _Normal1_Tiling;
        float2 _Normal2_Tiling;
        float _Normal2_Speed;
        float _Normal1_Speed;
        float _SpecularMaxLimit;
        float _Alpha;
        float _Normal1_Strength;
        float _Water_Metallic;
        float4 _Foam_Color;
        float _Water_Smoothness;
        float4 _Water_Color;
        float _Foam_Intensity;
        float4 _Normal1_TexelSize;
        float _FoamRange_Power;
        float4 _SpecularColor;
        float _UseAlphaPIC;
        float2 _ShuiHua2_Speed;
        float2 _ShuiHua1_Speed;
        float _Shuihua_Alpha;
        float _Shuihua_Intensity;
        float2 _Shuihua_Tiling;
        float4 _Shuihua_Pic_TexelSize;
        CBUFFER_END
        

        #define CUSTOM_FINAL
	
	    void customFinals(inout float4 color)
        {
            color.rgb = min(color.rgb,_SpecularMaxLimit);
        }
	
	 
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_Normal2);
        SAMPLER(sampler_Normal2);
        TEXTURE2D(_Normal1);
        SAMPLER(sampler_Normal1);
        TEXTURE2D(_Shuihua_Pic);
        SAMPLER(sampler_Shuihua_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
        {
            Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
        }
        
        void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
        {
            Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
        }
        
        void Unity_OneMinus_float(float In, out float Out)
        {
            Out = 1 - In;
        }
        
        void Unity_Saturate_float(float In, out float Out)
        {
            Out = saturate(In);
        }
        
        void Unity_Absolute_float(float In, out float Out)
        {
            Out = abs(In);
        }
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_Power_float(float A, float B, out float Out)
        {
            Out = pow(A, B);
        }
        
        void Unity_Add_float(float A, float B, out float Out)
        {
            Out = A + B;
        }
        
        void Unity_Branch_float(float Predicate, float True, float False, out float Out)
        {
            Out = Predicate ? True : False;
        }
        
        void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
        {
            Out = A * B;
        }
        
        void Unity_Round_float(float In, out float Out)
        {
            Out = round(In);
        }
        
        void Unity_Lerp_float(float A, float B, float T, out float Out)
        {
            Out = lerp(A, B, T);
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            float3 Position;
            float3 Normal;
            float3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float3 BaseColor;
            float3 NormalTS;
            float3 Emission;
            float Metallic;
            float3 Specular;
            float Smoothness;
            float Occlusion;
            float Alpha;
            float AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            float4 _Property_cea409c273f34271b960181223132dd7_Out_0_Vector4 = _Water_Color;
            UnityTexture2D _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal1);
            float2 _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2 = _Normal1_Tiling;
            float _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float = _Normal1_Speed;
            float _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float, _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float);
            float2 _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2, (_Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float.xx), _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2);
            float4 _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.tex, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.samplerstate, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2) );
            _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4);
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_R_4_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.r;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_G_5_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.g;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_B_6_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.b;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_A_7_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.a;
            UnityTexture2D _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal2);
            float2 _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2 = _Normal2_Tiling;
            float _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float = _Normal2_Speed;
            float _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float, _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float);
            float2 _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2, (_Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float.xx), _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2);
            float4 _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.tex, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.samplerstate, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2) );
            _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4);
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_R_4_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.r;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_G_5_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.g;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_B_6_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.b;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_A_7_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.a;
            float3 _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3;
            Unity_NormalBlend_float((_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.xyz), (_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.xyz), _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3);
            float _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float = _Normal1_Strength;
            float3 _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3;
            Unity_NormalStrength_float(_NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3, _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float, _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3);
            float _Property_20f0055bf499440b81cb10d20c13c627_Out_0_Boolean = _UseAlphaPIC;
            float _Split_52bfb3a118d04adba75b735d98f8b8de_R_1_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[0];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_G_2_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[1];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[2];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_A_4_Float = 0;
            float _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float;
            Unity_Multiply_float_float(_Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float, 1, _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float);
            float _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float;
            Unity_OneMinus_float(_Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float, _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float);
            float _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float;
            Unity_Saturate_float(_OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float, _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float);
            float _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float;
            Unity_Absolute_float(_Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float, _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float);
            float _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float = _Foam_Intensity;
            float _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float;
            Unity_Multiply_float_float(_Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float, _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float, _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float);
            UnityTexture2D _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Shuihua_Pic);
            float2 _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2 = _Shuihua_Tiling;
            float2 _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2 = _ShuiHua1_Speed;
            float2 _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2);
            float2 _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2, _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2);
            float4 _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2) );
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.r;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_G_5_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.g;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_B_6_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.b;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_A_7_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.a;
            float2 _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2 = _ShuiHua2_Speed;
            float2 _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2);
            float2 _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2, _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2);
            float4 _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2) );
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.r;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_G_5_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.g;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_B_6_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.b;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_A_7_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.a;
            float _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float, _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float, _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float);
            float _Property_a2a2032fb97447ad85cefe09e4274bd2_Out_0_Float = _Shuihua_Intensity;
            float _Multiply_bbcc55e0976b4227950c1d16f2aa5813_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float, _Property_a2a2032fb97447ad85cefe09e4274bd2_Out_0_Float, _Multiply_bbcc55e0976b4227950c1d16f2aa5813_Out_2_Float);
            float4 _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_R_4_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.r;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.g;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_B_6_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.b;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_A_7_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.a;
            float _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float = _slope;
            float _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float;
            Unity_Power_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float);
            float _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float;
            Unity_OneMinus_float(_Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float);
            float _Multiply_e37f718c9a3647f3a83f5105cbf408ae_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_bbcc55e0976b4227950c1d16f2aa5813_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float, _Multiply_e37f718c9a3647f3a83f5105cbf408ae_Out_2_Float);
            float _Add_78595a62cba64a509f6f443441de8781_Out_2_Float;
            Unity_Add_float(_Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Multiply_e37f718c9a3647f3a83f5105cbf408ae_Out_2_Float, _Add_78595a62cba64a509f6f443441de8781_Out_2_Float);
            float _Branch_faa3f56a66ac468791b1a29cb5893ceb_Out_3_Float;
            Unity_Branch_float(_Property_20f0055bf499440b81cb10d20c13c627_Out_0_Boolean, _Add_78595a62cba64a509f6f443441de8781_Out_2_Float, _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Branch_faa3f56a66ac468791b1a29cb5893ceb_Out_3_Float);
            float4 _Property_35b61e6618db488e9b1d45b06d56e12c_Out_0_Vector4 = _Foam_Color;
            float4 _Multiply_94db877b84ec4b6295524ce08243f203_Out_2_Vector4;
            Unity_Multiply_float4_float4((_Branch_faa3f56a66ac468791b1a29cb5893ceb_Out_3_Float.xxxx), _Property_35b61e6618db488e9b1d45b06d56e12c_Out_0_Vector4, _Multiply_94db877b84ec4b6295524ce08243f203_Out_2_Vector4);
            float _Property_a2d0ec8b0c4246b09e4c107ad48857eb_Out_0_Float = _Water_Smoothness;
            float _Property_bc38965daf254bf083a96e557808ab36_Out_0_Float = _Water_Smoothness;
            float _Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean = _UseAlphaPIC;
            float _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float = _Shuihua_Intensity;
            float _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float, _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float, _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float);
            float _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float);
            float _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float);
            float _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float = _Alpha;
            float _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float;
            Unity_Add_float(_Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float);
            float _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float;
            Unity_Multiply_float_float(_Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float);
            float _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float;
            Unity_Add_float(_Multiply_d085911199434339b216bda442d6acd7_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float, _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float);
            float _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float;
            Unity_Saturate_float(_Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float, _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float);
            float _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float;
            Unity_Round_float(_Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float);
            float _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float;
            Unity_Lerp_float(_Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float, float(0), _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float);
            float _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            Unity_Branch_float(_Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float);
            surface.BaseColor = (_Property_cea409c273f34271b960181223132dd7_Out_0_Vector4.xyz);
            surface.NormalTS = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3;
            surface.Emission = (_Multiply_94db877b84ec4b6295524ce08243f203_Out_2_Vector4.xyz);
            surface.Metallic = _Property_a2d0ec8b0c4246b09e4c107ad48857eb_Out_0_Float;
            surface.Specular = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
            surface.Smoothness = _Property_bc38965daf254bf083a96e557808ab36_Out_0_Float;
            surface.Occlusion = float(1);
            surface.Alpha = _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            surface.AlphaClipThreshold = float(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
            output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
         
        Pass
        {
            Name "ShadowCaster"
            Tags
            {
                "LightMode" = "ShadowCaster"
            }
        
        // Render State
        Cull [_Cull]
        ZTest LEqual
        ZWrite On
        ColorMask 0
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        #pragma target 2.0
        #pragma multi_compile_instancing
        #pragma vertex vert
        #pragma fragment frag
        
        // Keywords
        #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
 
        // GraphKeywords: <None>
        
        // Defines
        
        #define _NORMALMAP 1
        #define _NORMAL_DROPOFF_TS 1
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define VARYINGS_NEED_NORMAL_WS
        #define VARYINGS_NEED_TEXCOORD0
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_SHADOWCASTER
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float3 normalWS;
             float4 texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0 : INTERP0;
             float3 normalWS : INTERP1;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.texCoord0.xyzw = input.texCoord0;
            output.normalWS.xyz = input.normalWS;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.texCoord0 = input.texCoord0.xyzw;
            output.normalWS = input.normalWS.xyz;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        float _slope;
        float4 _Normal2_TexelSize;
        float2 _Normal1_Tiling;
        float2 _Normal2_Tiling;
        float _Normal2_Speed;
        float _Normal1_Speed;
        float _SpecularMaxLimit;
        float _Alpha;
        float _Normal1_Strength;
        float _Water_Metallic;
        float4 _Foam_Color;
        float _Water_Smoothness;
        float4 _Water_Color;
        float _Foam_Intensity;
        float4 _Normal1_TexelSize;
        float _FoamRange_Power;
        float4 _SpecularColor;
        float _UseAlphaPIC;
        float2 _ShuiHua2_Speed;
        float2 _ShuiHua1_Speed;
        float _Shuihua_Alpha;
        float _Shuihua_Intensity;
        float2 _Shuihua_Tiling;
        float4 _Shuihua_Pic_TexelSize;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_Normal2);
        SAMPLER(sampler_Normal2);
        TEXTURE2D(_Normal1);
        SAMPLER(sampler_Normal1);
        TEXTURE2D(_Shuihua_Pic);
        SAMPLER(sampler_Shuihua_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        void Unity_Power_float(float A, float B, out float Out)
        {
            Out = pow(A, B);
        }
        
        void Unity_OneMinus_float(float In, out float Out)
        {
            Out = 1 - In;
        }
        
        void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
        {
            Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
        }
        
        void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
        {
            Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
        }
        
        void Unity_Saturate_float(float In, out float Out)
        {
            Out = saturate(In);
        }
        
        void Unity_Absolute_float(float In, out float Out)
        {
            Out = abs(In);
        }
        
        void Unity_Add_float(float A, float B, out float Out)
        {
            Out = A + B;
        }
        
        void Unity_Round_float(float In, out float Out)
        {
            Out = round(In);
        }
        
        void Unity_Lerp_float(float A, float B, float T, out float Out)
        {
            Out = lerp(A, B, T);
        }
        
        void Unity_Branch_float(float Predicate, float True, float False, out float Out)
        {
            Out = Predicate ? True : False;
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            float3 Position;
            float3 Normal;
            float3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float Alpha;
            float AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            float _Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean = _UseAlphaPIC;
            UnityTexture2D _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Shuihua_Pic);
            float4 _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_R_4_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.r;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.g;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_B_6_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.b;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_A_7_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.a;
            float2 _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2 = _Shuihua_Tiling;
            float2 _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2 = _ShuiHua1_Speed;
            float2 _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2);
            float2 _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2, _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2);
            float4 _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2) );
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.r;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_G_5_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.g;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_B_6_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.b;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_A_7_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.a;
            float2 _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2 = _ShuiHua2_Speed;
            float2 _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2);
            float2 _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2, _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2);
            float4 _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2) );
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.r;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_G_5_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.g;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_B_6_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.b;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_A_7_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.a;
            float _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float, _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float, _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float);
            float _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float = _Shuihua_Intensity;
            float _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float, _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float, _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float);
            float _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float = _slope;
            float _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float;
            Unity_Power_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float);
            float _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float;
            Unity_OneMinus_float(_Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float);
            float _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float);
            float _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float);
            UnityTexture2D _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal1);
            float2 _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2 = _Normal1_Tiling;
            float _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float = _Normal1_Speed;
            float _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float, _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float);
            float2 _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2, (_Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float.xx), _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2);
            float4 _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.tex, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.samplerstate, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2) );
            _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4);
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_R_4_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.r;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_G_5_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.g;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_B_6_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.b;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_A_7_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.a;
            UnityTexture2D _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal2);
            float2 _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2 = _Normal2_Tiling;
            float _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float = _Normal2_Speed;
            float _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float, _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float);
            float2 _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2, (_Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float.xx), _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2);
            float4 _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.tex, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.samplerstate, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2) );
            _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4);
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_R_4_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.r;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_G_5_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.g;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_B_6_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.b;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_A_7_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.a;
            float3 _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3;
            Unity_NormalBlend_float((_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.xyz), (_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.xyz), _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3);
            float _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float = _Normal1_Strength;
            float3 _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3;
            Unity_NormalStrength_float(_NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3, _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float, _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3);
            float _Split_52bfb3a118d04adba75b735d98f8b8de_R_1_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[0];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_G_2_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[1];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[2];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_A_4_Float = 0;
            float _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float;
            Unity_Multiply_float_float(_Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float, 1, _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float);
            float _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float;
            Unity_OneMinus_float(_Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float, _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float);
            float _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float;
            Unity_Saturate_float(_OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float, _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float);
            float _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float;
            Unity_Absolute_float(_Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float, _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float);
            float _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float = _Foam_Intensity;
            float _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float;
            Unity_Multiply_float_float(_Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float, _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float, _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float);
            float _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float = _Alpha;
            float _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float;
            Unity_Add_float(_Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float);
            float _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float;
            Unity_Multiply_float_float(_Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float);
            float _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float;
            Unity_Add_float(_Multiply_d085911199434339b216bda442d6acd7_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float, _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float);
            float _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float;
            Unity_Saturate_float(_Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float, _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float);
            float _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float;
            Unity_Round_float(_Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float);
            float _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float;
            Unity_Lerp_float(_Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float, float(0), _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float);
            float _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            Unity_Branch_float(_Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float);
            surface.Alpha = _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            surface.AlphaClipThreshold = float(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
        Pass
        {
            Name "DepthOnly"
            Tags
            {
                "LightMode" = "DepthOnly"
            }
        
        // Render State
        Cull [_Cull]
        ZTest LEqual
        ZWrite On
        ColorMask R
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        #pragma target 2.0
        #pragma multi_compile_instancing
        #pragma vertex vert
        #pragma fragment frag
        
  
        // GraphKeywords: <None>
        
        // Defines
        
        #define _NORMALMAP 1
        #define _NORMAL_DROPOFF_TS 1
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define VARYINGS_NEED_TEXCOORD0
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_DEPTHONLY
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0 : INTERP0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.texCoord0.xyzw = input.texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.texCoord0 = input.texCoord0.xyzw;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        float _slope;
        float4 _Normal2_TexelSize;
        float2 _Normal1_Tiling;
        float2 _Normal2_Tiling;
        float _Normal2_Speed;
        float _Normal1_Speed;
        float _SpecularMaxLimit;
        float _Alpha;
        float _Normal1_Strength;
        float _Water_Metallic;
        float4 _Foam_Color;
        float _Water_Smoothness;
        float4 _Water_Color;
        float _Foam_Intensity;
        float4 _Normal1_TexelSize;
        float _FoamRange_Power;
        float4 _SpecularColor;
        float _UseAlphaPIC;
        float2 _ShuiHua2_Speed;
        float2 _ShuiHua1_Speed;
        float _Shuihua_Alpha;
        float _Shuihua_Intensity;
        float2 _Shuihua_Tiling;
        float4 _Shuihua_Pic_TexelSize;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_Normal2);
        SAMPLER(sampler_Normal2);
        TEXTURE2D(_Normal1);
        SAMPLER(sampler_Normal1);
        TEXTURE2D(_Shuihua_Pic);
        SAMPLER(sampler_Shuihua_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        void Unity_Power_float(float A, float B, out float Out)
        {
            Out = pow(A, B);
        }
        
        void Unity_OneMinus_float(float In, out float Out)
        {
            Out = 1 - In;
        }
        
        void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
        {
            Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
        }
        
        void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
        {
            Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
        }
        
        void Unity_Saturate_float(float In, out float Out)
        {
            Out = saturate(In);
        }
        
        void Unity_Absolute_float(float In, out float Out)
        {
            Out = abs(In);
        }
        
        void Unity_Add_float(float A, float B, out float Out)
        {
            Out = A + B;
        }
        
        void Unity_Round_float(float In, out float Out)
        {
            Out = round(In);
        }
        
        void Unity_Lerp_float(float A, float B, float T, out float Out)
        {
            Out = lerp(A, B, T);
        }
        
        void Unity_Branch_float(float Predicate, float True, float False, out float Out)
        {
            Out = Predicate ? True : False;
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            float3 Position;
            float3 Normal;
            float3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float Alpha;
            float AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            float _Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean = _UseAlphaPIC;
            UnityTexture2D _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Shuihua_Pic);
            float4 _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_R_4_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.r;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.g;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_B_6_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.b;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_A_7_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.a;
            float2 _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2 = _Shuihua_Tiling;
            float2 _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2 = _ShuiHua1_Speed;
            float2 _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2);
            float2 _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2, _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2);
            float4 _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2) );
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.r;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_G_5_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.g;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_B_6_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.b;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_A_7_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.a;
            float2 _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2 = _ShuiHua2_Speed;
            float2 _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2);
            float2 _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2, _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2);
            float4 _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2) );
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.r;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_G_5_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.g;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_B_6_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.b;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_A_7_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.a;
            float _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float, _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float, _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float);
            float _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float = _Shuihua_Intensity;
            float _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float, _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float, _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float);
            float _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float = _slope;
            float _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float;
            Unity_Power_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float);
            float _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float;
            Unity_OneMinus_float(_Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float);
            float _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float);
            float _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float);
            UnityTexture2D _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal1);
            float2 _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2 = _Normal1_Tiling;
            float _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float = _Normal1_Speed;
            float _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float, _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float);
            float2 _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2, (_Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float.xx), _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2);
            float4 _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.tex, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.samplerstate, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2) );
            _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4);
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_R_4_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.r;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_G_5_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.g;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_B_6_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.b;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_A_7_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.a;
            UnityTexture2D _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal2);
            float2 _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2 = _Normal2_Tiling;
            float _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float = _Normal2_Speed;
            float _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float, _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float);
            float2 _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2, (_Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float.xx), _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2);
            float4 _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.tex, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.samplerstate, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2) );
            _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4);
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_R_4_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.r;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_G_5_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.g;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_B_6_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.b;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_A_7_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.a;
            float3 _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3;
            Unity_NormalBlend_float((_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.xyz), (_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.xyz), _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3);
            float _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float = _Normal1_Strength;
            float3 _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3;
            Unity_NormalStrength_float(_NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3, _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float, _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3);
            float _Split_52bfb3a118d04adba75b735d98f8b8de_R_1_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[0];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_G_2_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[1];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[2];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_A_4_Float = 0;
            float _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float;
            Unity_Multiply_float_float(_Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float, 1, _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float);
            float _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float;
            Unity_OneMinus_float(_Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float, _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float);
            float _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float;
            Unity_Saturate_float(_OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float, _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float);
            float _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float;
            Unity_Absolute_float(_Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float, _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float);
            float _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float = _Foam_Intensity;
            float _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float;
            Unity_Multiply_float_float(_Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float, _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float, _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float);
            float _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float = _Alpha;
            float _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float;
            Unity_Add_float(_Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float);
            float _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float;
            Unity_Multiply_float_float(_Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float);
            float _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float;
            Unity_Add_float(_Multiply_d085911199434339b216bda442d6acd7_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float, _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float);
            float _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float;
            Unity_Saturate_float(_Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float, _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float);
            float _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float;
            Unity_Round_float(_Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float);
            float _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float;
            Unity_Lerp_float(_Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float, float(0), _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float);
            float _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            Unity_Branch_float(_Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float);
            surface.Alpha = _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            surface.AlphaClipThreshold = float(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
        Pass
        {
            Name "DepthNormals"
            Tags
            {
                "LightMode" = "DepthNormals"
            }
        
        // Render State
        Cull [_Cull]
        ZTest LEqual
        ZWrite On
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        #pragma target 2.0
        #pragma multi_compile_instancing
        #pragma vertex vert
        #pragma fragment frag
        
 
        
        // Defines
        
        #define _NORMALMAP 1
        #define _NORMAL_DROPOFF_TS 1
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define ATTRIBUTES_NEED_TEXCOORD1
        #define VARYINGS_NEED_NORMAL_WS
        #define VARYINGS_NEED_TANGENT_WS
        #define VARYINGS_NEED_TEXCOORD0
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_DEPTHNORMALS
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
             float4 uv1 : TEXCOORD1;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float3 normalWS;
             float4 tangentWS;
             float4 texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float3 TangentSpaceNormal;
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 tangentWS : INTERP0;
             float4 texCoord0 : INTERP1;
             float3 normalWS : INTERP2;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.tangentWS.xyzw = input.tangentWS;
            output.texCoord0.xyzw = input.texCoord0;
            output.normalWS.xyz = input.normalWS;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.tangentWS = input.tangentWS.xyzw;
            output.texCoord0 = input.texCoord0.xyzw;
            output.normalWS = input.normalWS.xyz;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        float _slope;
        float4 _Normal2_TexelSize;
        float2 _Normal1_Tiling;
        float2 _Normal2_Tiling;
        float _Normal2_Speed;
        float _Normal1_Speed;
        float _SpecularMaxLimit;
        float _Alpha;
        float _Normal1_Strength;
        float _Water_Metallic;
        float4 _Foam_Color;
        float _Water_Smoothness;
        float4 _Water_Color;
        float _Foam_Intensity;
        float4 _Normal1_TexelSize;
        float _FoamRange_Power;
        float4 _SpecularColor;
        float _UseAlphaPIC;
        float2 _ShuiHua2_Speed;
        float2 _ShuiHua1_Speed;
        float _Shuihua_Alpha;
        float _Shuihua_Intensity;
        float2 _Shuihua_Tiling;
        float4 _Shuihua_Pic_TexelSize;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_Normal2);
        SAMPLER(sampler_Normal2);
        TEXTURE2D(_Normal1);
        SAMPLER(sampler_Normal1);
        TEXTURE2D(_Shuihua_Pic);
        SAMPLER(sampler_Shuihua_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
        {
            Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
        }
        
        void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
        {
            Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
        }
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_Power_float(float A, float B, out float Out)
        {
            Out = pow(A, B);
        }
        
        void Unity_OneMinus_float(float In, out float Out)
        {
            Out = 1 - In;
        }
        
        void Unity_Saturate_float(float In, out float Out)
        {
            Out = saturate(In);
        }
        
        void Unity_Absolute_float(float In, out float Out)
        {
            Out = abs(In);
        }
        
        void Unity_Add_float(float A, float B, out float Out)
        {
            Out = A + B;
        }
        
        void Unity_Round_float(float In, out float Out)
        {
            Out = round(In);
        }
        
        void Unity_Lerp_float(float A, float B, float T, out float Out)
        {
            Out = lerp(A, B, T);
        }
        
        void Unity_Branch_float(float Predicate, float True, float False, out float Out)
        {
            Out = Predicate ? True : False;
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            float3 Position;
            float3 Normal;
            float3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float3 NormalTS;
            float Alpha;
            float AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            UnityTexture2D _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal1);
            float2 _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2 = _Normal1_Tiling;
            float _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float = _Normal1_Speed;
            float _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float, _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float);
            float2 _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2, (_Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float.xx), _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2);
            float4 _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.tex, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.samplerstate, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2) );
            _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4);
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_R_4_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.r;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_G_5_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.g;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_B_6_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.b;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_A_7_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.a;
            UnityTexture2D _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal2);
            float2 _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2 = _Normal2_Tiling;
            float _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float = _Normal2_Speed;
            float _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float, _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float);
            float2 _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2, (_Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float.xx), _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2);
            float4 _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.tex, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.samplerstate, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2) );
            _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4);
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_R_4_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.r;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_G_5_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.g;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_B_6_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.b;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_A_7_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.a;
            float3 _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3;
            Unity_NormalBlend_float((_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.xyz), (_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.xyz), _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3);
            float _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float = _Normal1_Strength;
            float3 _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3;
            Unity_NormalStrength_float(_NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3, _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float, _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3);
            float _Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean = _UseAlphaPIC;
            UnityTexture2D _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Shuihua_Pic);
            float4 _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_R_4_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.r;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.g;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_B_6_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.b;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_A_7_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.a;
            float2 _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2 = _Shuihua_Tiling;
            float2 _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2 = _ShuiHua1_Speed;
            float2 _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2);
            float2 _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2, _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2);
            float4 _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2) );
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.r;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_G_5_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.g;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_B_6_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.b;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_A_7_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.a;
            float2 _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2 = _ShuiHua2_Speed;
            float2 _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2);
            float2 _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2, _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2);
            float4 _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2) );
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.r;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_G_5_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.g;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_B_6_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.b;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_A_7_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.a;
            float _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float, _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float, _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float);
            float _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float = _Shuihua_Intensity;
            float _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float, _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float, _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float);
            float _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float = _slope;
            float _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float;
            Unity_Power_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float);
            float _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float;
            Unity_OneMinus_float(_Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float);
            float _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float);
            float _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float);
            float _Split_52bfb3a118d04adba75b735d98f8b8de_R_1_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[0];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_G_2_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[1];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[2];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_A_4_Float = 0;
            float _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float;
            Unity_Multiply_float_float(_Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float, 1, _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float);
            float _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float;
            Unity_OneMinus_float(_Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float, _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float);
            float _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float;
            Unity_Saturate_float(_OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float, _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float);
            float _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float;
            Unity_Absolute_float(_Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float, _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float);
            float _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float = _Foam_Intensity;
            float _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float;
            Unity_Multiply_float_float(_Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float, _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float, _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float);
            float _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float = _Alpha;
            float _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float;
            Unity_Add_float(_Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float);
            float _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float;
            Unity_Multiply_float_float(_Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float);
            float _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float;
            Unity_Add_float(_Multiply_d085911199434339b216bda442d6acd7_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float, _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float);
            float _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float;
            Unity_Saturate_float(_Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float, _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float);
            float _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float;
            Unity_Round_float(_Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float);
            float _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float;
            Unity_Lerp_float(_Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float, float(0), _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float);
            float _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            Unity_Branch_float(_Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float);
            surface.NormalTS = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3;
            surface.Alpha = _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            surface.AlphaClipThreshold = float(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
            output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
        Pass
        {
            Name "Meta"
            Tags
            {
                "LightMode" = "Meta"
            }
        
        // Render State
        Cull Off
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        #pragma target 2.0
        #pragma vertex vert
        #pragma fragment frag
        
        // Keywords
        #pragma shader_feature _ EDITOR_VISUALIZATION
        #pragma shader_feature_local_fragment _ _ALPHATEST_ON
        // GraphKeywords: <None>
        
        // Defines
        
        #define _NORMALMAP 1
        #define _NORMAL_DROPOFF_TS 1
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define ATTRIBUTES_NEED_TEXCOORD1
        #define ATTRIBUTES_NEED_TEXCOORD2
        #define VARYINGS_NEED_TEXCOORD0
        #define VARYINGS_NEED_TEXCOORD1
        #define VARYINGS_NEED_TEXCOORD2
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_META
        #define _FOG_FRAGMENT 1
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
             float4 uv1 : TEXCOORD1;
             float4 uv2 : TEXCOORD2;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0;
             float4 texCoord1;
             float4 texCoord2;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0 : INTERP0;
             float4 texCoord1 : INTERP1;
             float4 texCoord2 : INTERP2;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.texCoord0.xyzw = input.texCoord0;
            output.texCoord1.xyzw = input.texCoord1;
            output.texCoord2.xyzw = input.texCoord2;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.texCoord0 = input.texCoord0.xyzw;
            output.texCoord1 = input.texCoord1.xyzw;
            output.texCoord2 = input.texCoord2.xyzw;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        float _slope;
        float4 _Normal2_TexelSize;
        float2 _Normal1_Tiling;
        float2 _Normal2_Tiling;
        float _Normal2_Speed;
        float _Normal1_Speed;
        float _SpecularMaxLimit;
        float _Alpha;
        float _Normal1_Strength;
        float _Water_Metallic;
        float4 _Foam_Color;
        float _Water_Smoothness;
        float4 _Water_Color;
        float _Foam_Intensity;
        float4 _Normal1_TexelSize;
        float _FoamRange_Power;
        float4 _SpecularColor;
        float _UseAlphaPIC;
        float2 _ShuiHua2_Speed;
        float2 _ShuiHua1_Speed;
        float _Shuihua_Alpha;
        float _Shuihua_Intensity;
        float2 _Shuihua_Tiling;
        float4 _Shuihua_Pic_TexelSize;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_Normal2);
        SAMPLER(sampler_Normal2);
        TEXTURE2D(_Normal1);
        SAMPLER(sampler_Normal1);
        TEXTURE2D(_Shuihua_Pic);
        SAMPLER(sampler_Shuihua_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
        {
            Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
        }
        
        void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
        {
            Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
        }
        
        void Unity_OneMinus_float(float In, out float Out)
        {
            Out = 1 - In;
        }
        
        void Unity_Saturate_float(float In, out float Out)
        {
            Out = saturate(In);
        }
        
        void Unity_Absolute_float(float In, out float Out)
        {
            Out = abs(In);
        }
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_Power_float(float A, float B, out float Out)
        {
            Out = pow(A, B);
        }
        
        void Unity_Add_float(float A, float B, out float Out)
        {
            Out = A + B;
        }
        
        void Unity_Branch_float(float Predicate, float True, float False, out float Out)
        {
            Out = Predicate ? True : False;
        }
        
        void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
        {
            Out = A * B;
        }
        
        void Unity_Round_float(float In, out float Out)
        {
            Out = round(In);
        }
        
        void Unity_Lerp_float(float A, float B, float T, out float Out)
        {
            Out = lerp(A, B, T);
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            float3 Position;
            float3 Normal;
            float3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float3 BaseColor;
            float3 Emission;
            float Alpha;
            float AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            float4 _Property_cea409c273f34271b960181223132dd7_Out_0_Vector4 = _Water_Color;
            float _Property_20f0055bf499440b81cb10d20c13c627_Out_0_Boolean = _UseAlphaPIC;
            UnityTexture2D _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal1);
            float2 _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2 = _Normal1_Tiling;
            float _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float = _Normal1_Speed;
            float _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_0532e2e1a14c4f1a878b41af1d40849a_Out_0_Float, _Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float);
            float2 _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_5dc89662d1ba4740a35d50ec71e6ab40_Out_0_Vector2, (_Multiply_cf028ef74e0249098b59d82eab313a28_Out_2_Float.xx), _TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2);
            float4 _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.tex, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.samplerstate, _Property_392c19fa61ce40acb19fb1c6d424b3c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_e71d8a95db2347ef9c94d6d1234d3309_Out_3_Vector2) );
            _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4);
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_R_4_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.r;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_G_5_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.g;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_B_6_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.b;
            float _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_A_7_Float = _SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.a;
            UnityTexture2D _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal2);
            float2 _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2 = _Normal2_Tiling;
            float _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float = _Normal2_Speed;
            float _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float;
            Unity_Multiply_float_float(IN.TimeParameters.x, _Property_db9b27aea4bd4bf6931e5d0cd4dc1855_Out_0_Float, _Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float);
            float2 _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_6b74d405933d4f6b8efb2e1197c2da41_Out_0_Vector2, (_Multiply_6dcbd023117e4c7bb5a05dab1ef62900_Out_2_Float.xx), _TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2);
            float4 _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.tex, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.samplerstate, _Property_b4920be7a3034376bc3a95765cbaa6c5_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_bd0d83e58a60420dbfa618fb517392b0_Out_3_Vector2) );
            _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4);
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_R_4_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.r;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_G_5_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.g;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_B_6_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.b;
            float _SampleTexture2D_3d67e81c86174312bb72c47c003948da_A_7_Float = _SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.a;
            float3 _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3;
            Unity_NormalBlend_float((_SampleTexture2D_568e765e9e2045d78717757cd7e1a180_RGBA_0_Vector4.xyz), (_SampleTexture2D_3d67e81c86174312bb72c47c003948da_RGBA_0_Vector4.xyz), _NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3);
            float _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float = _Normal1_Strength;
            float3 _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3;
            Unity_NormalStrength_float(_NormalBlend_0bfd84f30cfa43e296162e26ab7049d9_Out_2_Vector3, _Property_c06d5030b05646d4a8942cbf8320d43e_Out_0_Float, _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3);
            float _Split_52bfb3a118d04adba75b735d98f8b8de_R_1_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[0];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_G_2_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[1];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float = _NormalStrength_cdbf80e352e64f6e9eef807151169f03_Out_2_Vector3[2];
            float _Split_52bfb3a118d04adba75b735d98f8b8de_A_4_Float = 0;
            float _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float;
            Unity_Multiply_float_float(_Split_52bfb3a118d04adba75b735d98f8b8de_B_3_Float, 1, _Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float);
            float _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float;
            Unity_OneMinus_float(_Multiply_28ce78c05b0d4e61a1d97c1f3d42e715_Out_2_Float, _OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float);
            float _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float;
            Unity_Saturate_float(_OneMinus_73cd9bb2af9c4db98f5b65a8fbf402ca_Out_1_Float, _Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float);
            float _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float;
            Unity_Absolute_float(_Saturate_4df3793b4daa4283b96a22d94922579a_Out_1_Float, _Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float);
            float _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float = _Foam_Intensity;
            float _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float;
            Unity_Multiply_float_float(_Absolute_91b036829bcb493a8c365c80249dac02_Out_1_Float, _Property_5a4f46f1004546cc8ac504a163f088d3_Out_0_Float, _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float);
            UnityTexture2D _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Shuihua_Pic);
            float2 _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2 = _Shuihua_Tiling;
            float2 _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2 = _ShuiHua1_Speed;
            float2 _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_d9699f0e80f0497289716bec26c5ba52_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2);
            float2 _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_52e3ca5a24bf4bcc8c925aced6933de5_Out_2_Vector2, _TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2);
            float4 _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_484d5a841b674d3eace2b12686452942_Out_3_Vector2) );
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.r;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_G_5_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.g;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_B_6_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.b;
            float _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_A_7_Float = _SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_RGBA_0_Vector4.a;
            float2 _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2 = _ShuiHua2_Speed;
            float2 _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_e3287b4e792149b796610e1591008e6b_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2);
            float2 _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2;
            Unity_TilingAndOffset_float(IN.uv0.xy, _Property_8e58e19f94d740299b402cb77e8e27dc_Out_0_Vector2, _Multiply_555635a64e294075ae93a763b4c3d214_Out_2_Vector2, _TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2);
            float4 _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_0a1d7004825f40f48ce5aba56a3533af_Out_3_Vector2) );
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.r;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_G_5_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.g;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_B_6_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.b;
            float _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_A_7_Float = _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_RGBA_0_Vector4.a;
            float _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_88e7fe2e23bd4604b88a5b15d4836c35_R_4_Float, _SampleTexture2D_f35cc81cb60a4877b2b7600f6e26348c_R_4_Float, _Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float);
            float _Property_a2a2032fb97447ad85cefe09e4274bd2_Out_0_Float = _Shuihua_Intensity;
            float _Multiply_bbcc55e0976b4227950c1d16f2aa5813_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float, _Property_a2a2032fb97447ad85cefe09e4274bd2_Out_0_Float, _Multiply_bbcc55e0976b4227950c1d16f2aa5813_Out_2_Float);
            float4 _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.tex, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.samplerstate, _Property_fd67ee84d86d4f89999e6566dea92941_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_R_4_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.r;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.g;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_B_6_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.b;
            float _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_A_7_Float = _SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_RGBA_0_Vector4.a;
            float _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float = _slope;
            float _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float;
            Unity_Power_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Property_2e92db92d1774f1cb32b392f05c46f0a_Out_0_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float);
            float _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float;
            Unity_OneMinus_float(_Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float);
            float _Multiply_e37f718c9a3647f3a83f5105cbf408ae_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_bbcc55e0976b4227950c1d16f2aa5813_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float, _Multiply_e37f718c9a3647f3a83f5105cbf408ae_Out_2_Float);
            float _Add_78595a62cba64a509f6f443441de8781_Out_2_Float;
            Unity_Add_float(_Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Multiply_e37f718c9a3647f3a83f5105cbf408ae_Out_2_Float, _Add_78595a62cba64a509f6f443441de8781_Out_2_Float);
            float _Branch_faa3f56a66ac468791b1a29cb5893ceb_Out_3_Float;
            Unity_Branch_float(_Property_20f0055bf499440b81cb10d20c13c627_Out_0_Boolean, _Add_78595a62cba64a509f6f443441de8781_Out_2_Float, _Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Branch_faa3f56a66ac468791b1a29cb5893ceb_Out_3_Float);
            float4 _Property_35b61e6618db488e9b1d45b06d56e12c_Out_0_Vector4 = _Foam_Color;
            float4 _Multiply_94db877b84ec4b6295524ce08243f203_Out_2_Vector4;
            Unity_Multiply_float4_float4((_Branch_faa3f56a66ac468791b1a29cb5893ceb_Out_3_Float.xxxx), _Property_35b61e6618db488e9b1d45b06d56e12c_Out_0_Vector4, _Multiply_94db877b84ec4b6295524ce08243f203_Out_2_Vector4);
            float _Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean = _UseAlphaPIC;
            float _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float = _Shuihua_Intensity;
            float _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_6981e5535e5c4c9da63f6902669770ab_Out_2_Float, _Property_ccdc27faa1e94daa8ef8d75137214acc_Out_0_Float, _Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float);
            float _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float;
            Unity_Multiply_float_float(_Multiply_a6c3f1bb504745d69b312fb0dddb9a1a_Out_2_Float, _OneMinus_0fbf5ac9a682485c967487c174483fb8_Out_1_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float);
            float _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_405c001b2ad44e4cb313834ee914c2ce_G_5_Float, _Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Multiply_d085911199434339b216bda442d6acd7_Out_2_Float);
            float _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float = _Alpha;
            float _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float;
            Unity_Add_float(_Multiply_d78ae519b9a34909b13eae8d6e1ca71c_Out_2_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float);
            float _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float;
            Unity_Multiply_float_float(_Add_6cc6f6a465c94e1594bf5c102cf14743_Out_2_Float, _Power_d352821955004cebaa33f129986d1f6f_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float);
            float _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float;
            Unity_Add_float(_Multiply_d085911199434339b216bda442d6acd7_Out_2_Float, _Multiply_245bbeb17f03407aae3f0e47f34a4993_Out_2_Float, _Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float);
            float _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float;
            Unity_Saturate_float(_Add_ac26e6f3a43040c2b007ede612e31e77_Out_2_Float, _Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float);
            float _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float;
            Unity_Round_float(_Multiply_196b81a71e6d4463bcbbfee2614ae1ea_Out_2_Float, _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float);
            float _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float;
            Unity_Lerp_float(_Saturate_d69f8f70b491468e9e69e0e661c60255_Out_1_Float, float(0), _Round_2bd9200a6c6542968589f43ee0abfce9_Out_1_Float, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float);
            float _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            Unity_Branch_float(_Property_3c3a57a3ef824e078bfd9d8c45499572_Out_0_Boolean, _Lerp_4d3db5b8e3a240798f5e18053e2f8534_Out_3_Float, _Property_2360d3e8abdc4c61b2d4a72a9fd807c1_Out_0_Float, _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float);
            surface.BaseColor = (_Property_cea409c273f34271b960181223132dd7_Out_0_Vector4.xyz);
            surface.Emission = (_Multiply_94db877b84ec4b6295524ce08243f203_Out_2_Vector4.xyz);
            surface.Alpha = _Branch_980b941260cf46179c2a60f0489305d9_Out_3_Float;
            surface.AlphaClipThreshold = float(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
         
    }
    CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
    CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
    FallBack "Hidden/Shader Graph/FallbackError"
}